System Switch: When Should a Fast Decision Model Stop and Think?
Gian Luca Bailo
Independent Researcher
Published October 7, 2026 · on the feed October 8, 2026 · ▲ 2 · arXiv 2610.09683
The abstract
Dual-process agents pair a fast policy with a slow deliberative model. In real-time settings the slow model usually runs continuously; in turn-based agents and robot planners it is invoked on events such as uncertainty or a detected failure. We study a fast learned actor that takes every decision and hands control to a reasoning vision-language model only when a gate opens, while the game keeps running. We use closed-loop Doom and the new open "System One" typed-decision models, served through a common llama.cpp interface. On 900 held-out questions, (i) zero-shot decision models from 0.15B to 9B parameters choose to collect items 1.6-1.8 times more often than chance among their errors, in any option order, although the order changes some models' accuracy; (ii) accuracy, calibration and sensitivity (how well confidence separates right from wrong answers) are distinct: models of similar accuracy differ widely in AUROC, and the confidence of the most sensitive one tracks which kinds of situation it fails, not which answers are wrong; (iii) offline, deferring the least confident 30% of decisions to a reasoning model gains over random deferral in proportion to the actor's AUROC (rank correlation 0.87); with actor and rate chosen on held-out games the gain is +0.13 [0.08, 0.18] with doomLaya's option order and +0.08 [0.02, 0.14] with shuffled options, and reasoning carries about half of it; (iv) in closed loop (33 games, three seeds) no variant reaches the exit. Committing to plans, the reasoner's or a fixed explore rule's, opens more doors and makes an actor that stands still play; with the rule the agent dies more often. Told that some doors need keys, the reasoner takes ordinary doors for locked ones, which the state cannot tell apart; without that knowledge it goes back to collecting. We release code, prompts, data and logs.
The Brief
2:55A short podcast summary of the paper. Written and voiced by AI.
Transcript
System Switch. When Should a Fast Decision Model Stop and Think?. By Gian Luca Bailo, working independently. Published on the seventh of October.
Dual-process agents pair a fast policy with a slow, deliberative model. In real-time settings the slow model usually runs all the time. In turn-based agents and robot planners it is called on events, such as uncertainty or a detected failure. This study looks at a third arrangement. A fast learned actor takes every decision, and hands control to a reasoning vision-language model only when a gate opens, while the game keeps running. The question in the title is when that gate should open, and the answers turn out to depend on something other than raw accuracy. The setting is closed-loop Doom, with the new open System One typed-decision models, served through a common llama.cpp interface.
The first results come from nine hundred held-out questions. Zero-shot decision models, ranging from zero point one five billion to nine billion parameters, lean towards collecting items when they are wrong: among their errors they choose to collect items one point six to one point eight times more often than chance. That holds in any option order, though the order does change some models' accuracy. Second, accuracy, calibration and sensitivity are distinct things. Sensitivity here means how well confidence separates right answers from wrong ones. Models of similar accuracy differ widely in AUROC, and the confidence of the most sensitive model tracks which kinds of situation it fails in, not which particular answers are wrong.
Third, deferral. Offline, handing the least confident thirty percent of decisions to a reasoning model beats random deferral, and the gain grows in proportion to the actor's AUROC, with a rank correlation of zero point eight seven. When the actor and the deferral rate are chosen on held-out games, the gain is zero point one three, with an interval from zero point zero eight to zero point one eight, using doomLaya's option order. With shuffled options it is zero point zero eight, with an interval from zero point zero two to zero point one four. Reasoning carries about half of that gain.
The closed-loop results set the limits. Across thirty-three games and three seeds, no variant reaches the exit. Committing to plans, whether the reasoner's or a fixed explore rule's, opens more doors, and turns an actor that would otherwise stand still into one that plays. With the fixed rule, though, the agent dies more often. And background knowledge cuts both ways. Told that some doors need keys, the reasoner mistakes ordinary doors for locked ones, because the state cannot tell the two apart. Without that knowledge, it goes back to collecting. So the offline gains from confidence gating do not yet carry through to finishing a level.
What the study leaves behind is a separation between three properties people often treat as one. A good gate needs an actor whose confidence ranks its own mistakes, and that is a different thing from being accurate or calibrated. The author releases the code, prompts, data and logs, so the gap between the offline gain and the closed-loop outcome can be examined directly.
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